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The ideal roster: (Doesn't exactly have to be this, this is just my recommendation.)

Party 1: 4 x BLM, 1 x WHM, 1 x BRD

Party 2: PLD x 2, 2 x RDM/DRK, 1 x WHM, 1 x BRD

Party 3: 1 x WHM, 1 x BRD, 2 x BLM, 2 x filler job*

These last two remaining slots can be filled up with any job really as long as they pull their weight and know how to get things done. Optimal slot fillers are BLM while RNG is very useful as well.

After entering the BC and ensuring everyone is ready to go (full buffs, food, meds, you know what I mean) send one PLD in towards the Wyrm. The reason this is done is that the moment anyone enters the battlefield the Wyrm will immediately start the fight with a large breath attack. This will hit anyone who is in the battlefield at that time and it does fair damage
I have seen it one shot unsuspecting people and that is the absolute worst way you want to start out this battle is to have crucial members of your team either dead or badly hurt especially those very important BLM who have low HP to begin with. The remaining 17 members of your team must understand not to Leroy Jenkins this thing. You will be sorry.

As soon as this breath attack has landed and done its damage, the rest of the team should file in to their appropriate positions. This is a Wyrm and he can / will flail you if you are not positioned properly. Flail means ejection from the arena and loss of your hard earned 99 KS by the way. So beware.

Positioning is also an important aspect in damage control in regards to future breath attacks. Standing too close to the mouth / in between the feet will yield you prone to extra damage incurred to you via the repeated breath attacks. Stand right on top of either the front left or front right foot. There is no discretion here, that's where you are to be. Too far outside the feet + sloppy hate control equals flail.

(Just a side note, fire resist gear, especially on your PLD tanks can be worth their weight in gold here.)

Ok so far we have absorbed the first breath attack with relative ease, healed that main PLD back up and have all our comrades in position.

At this point in time you want your PLD's, your RNG's and any extra melee to hack away the Wyrm's HP for a while. I strongly suggest setting up a skill chain / magic burst between one filler job, one PLD and one static BLM in charge of magic bursting. This is the most effective way of peeling off the Wyrm's HP as quick as possible, which you will hear me say a few times in this guide that the "as quick as possible" method is one of your best tools for survival. If possible, the PLD should close the chain to help keep hate control from the imminent big ass magic burst that is coming.

On a good (lucky) day you can hopefully take the wyrm from 100% health to in flight status with 2 to 3 good skill chain / magic burst combinations. This is beneficial because the whole time you are building TP and whittling away his HP, he is smacking the living piss out of your tank. You're going to need that PLD once this takes flight, protect him at all costs. Get the wyrm in the air ASAP and don't mess around.

While this is happening, the BLM team and the 2 RDM/DRK are in defensive mode, not doing anything except staying alive, conserving precious HP / MP and if necessary keeping others from dying. These people's MP banks are crucial to this fight and if you run dry of MP while the wyrm is in flight well lets just hope you have a RNG or two and a ton of luck. Regular melee attacks while in flight are not possible and the wyrm must be brought back down to the ground to finish him off.

Your WHM team should be trying to conserve MP as well, but they need to keep the other 5 members of their team above a decent amount of HP and have curaga (a good strong one) macro'd and ready to be used at any time. This wyrm doesn't play nice and will smack you around and the AOE breath attacks can be even worse. Get caught with your guard down with a few people under a certain amount of HP and you risk them all wiping in one fell swoop. Not good, because every other person in this battle is helping someone else do their job and vice versa. By the way, the Wyrm uses a TP move called Hurricane Wing which will inflict approximately 400 DMG or so to a level 75.

Ok, so now we have the Wyrm's health down to approximately 70 to 50 %. At this point of the battle he is now going to take flight. This is where the fight is won or lost, in my opinion. It takes coordination of your whole team to execute and deliver this strategy.

(Keep in mind even though the following steps are separated, they are all actually supposed to be executed simultaneously. Start as soon as he starts to fly, time is your enemy here.)

Step 1: Non essential melee and people who aren't either BRD, BLM, RNG, WHM, PLD and RDM/DRK go into defensive mode. You are about to potentially face this wyrm nuking you off the face of the earth. Bunker down and hold on. You can't do anything here but wait and hope your team mates bring down his HP enough to force him to land.

Step 2: Each of the three bards fire up soul voice and do their respective thing for their party, depending on whether they are supporting the BLM team or the rangers or red mages. Your bard should know what is ideal for what each team needs. The idea is to give your team the best resources possible to punch through this stage as quick as possible.

Step 3: Your lead RDM/DRK fires up chainspell and spams stun. Over and over and over, don't stop. When your chainspell is gone, the second RDM/DRK does the exact same thing. This hopefully will prevent the wyrm from spamming it's breath attack AOE. This is crucial. You will not survive this without chainspell stun.

Step 4: At the same time as your RDM/DRK hits chainspell stun, your PLD uses invincible, as well as any and every hate control tool they can muster. Chainspell stun will get your RDM killed, so get yourself a good PLD. When the lead PLD�s invincible goes down, the second PLD should fire up their invincible and hope it takes some hate.

Step 5: Meanwhile, your previously inactive RNG's (spam sidewinder) and BLM's spring to life and all start simultaneously nuking as hard and efficiently as they can, with manafont. Do not relent. You are what is going to make or break this crucial process. You need to get the wyrm out of the air as fast as possible because everyone is getting blasted while you are nuking your target.

The wyrm will dejectedly drop out of flight at approximately 20% health remaining. If you have made it this far, you're so close. Don't stop now. If your BLM's still have any MP left whatsoever at this point, still keep going. Do not relent under any circumstances.

While all this is going on, your 3 WHM's, one per party are under fire here. During the flight time, Curaga II / III is essential and depending how bad the breath damage is, it isn't uncommon to have to spam strong Curaga's over and over. Benediction is obviously viable at this point as well as dead people not nuking / tanking / ranged damage dealing are only going to make you lose. Keep those troops alive.

At the time the wyrm takes flight, as I indicated above, that is when things get serious. The whole process from taking flight down to 0% HP should be as smooth, well executed and seamless as possible. Good communication between your party members is essential, especially when one persons chainspell stun wears and the second person has to execute theirs. Same for PLD's and invincible as well as for WHM's who may be out of MP or resources, they may need another WHM to take care of their party for a bit.

When the Wyrm hits the ground at 20ish %, your dormant melee now have to be on the ball and ready to go. When he hits the ground, there is no time to waste and that wyrm is gonna be angry. This is an all out zerg, no ability or resource can be left unused. Any left over 2 hours, icarus wings, hard nuking and WS/MB spam all need to be employed. I have noticed after the wyrm hits the ground that he tends to crit a little more or hit a little harder or faster. This may just be a false perception but keep watch either way. Don't drop your guard.

*These last two remaining slots can be filled up with any job really as long as they pull their weight and know how to get things done. Optimal slot fillers are BLM while RNG is very useful as well.

After entering the BC and ensuring everyone is ready to go (full buffs, food, meds, you know what I mean) send one PLD in towards the Wyrm. The reason this is done is that the moment anyone enters the battlefield the Wyrm will immediately start the fight with a large breath attack. This will hit anyone who is in the battlefield at that time and it does fair damage… I have seen it one shot unsuspecting people and that is the absolute worst way you want to start out this battle is to have crucial members of your team either dead or badly hurt… especially those very important BLM who have low HP to begin with. The remaining 17 members of your team must understand not to Leroy Jenkins this thing. You will be sorry.

As soon as this breath attack has landed and done its damage, the rest of the team should file in to their appropriate positions. This is a Wyrm and he can / will flail you if you are not positioned properly. Flail means ejection from the arena and loss of your hard earned 99 KS by the way. So beware.

Positioning is also an important aspect in damage control in regards to future breath attacks. Standing too close to the mouth / in between the feet will yield you prone to extra damage incurred to you via the repeated breath attacks. Stand right on top of either the front left or front right foot. There is no discretion here, that’s where you are to be. Too far outside the feet + sloppy hate control equals flail.

(Just a side note, fire resist gear, especially on your PLD tanks can be worth their weight in gold here.)

Ok so far we have absorbed the first breath attack with relative ease, healed that main PLD back up and have all our comrades in position.

At this point in time you want your PLD’s, your RNG’s and any extra melee to hack away the Wyrm’s HP for a while. I strongly suggest setting up a skill chain / magic burst between one filler job, one PLD and one static BLM in charge of magic bursting. This is the most effective way of peeling off the Wyrm’s HP as quick as possible, which you will hear me say a few times in this guide that the “as quick as possible” method is one of your best tools for survival. If possible, the PLD should close the chain to help keep hate control from the imminent big *** magic burst that is coming.

On a good (lucky) day you can hopefully take the wyrm from 100% health to in flight status with 2 to 3 good skill chain / magic burst combinations. This is beneficial because the whole time you are building TP and whittling away his HP, he is smacking the living **** out of your tank. You’re going to need that PLD once this takes flight, protect him at all costs. Get the wyrm in the air ASAP and don’t mess around.

While this is happening, the BLM team and the 2 RDM/DRK are in defensive mode, not doing anything except staying alive, conserving precious HP / MP and if necessary keeping others from dying. These people’s MP banks are crucial to this fight and if you run dry of MP while the wyrm is in flight… well let’s just hope you have a RNG or two and a ton of luck. Regular melee attacks while in flight are not possible and the wyrm must be brought back down to the ground to finish him off.

Your WHM team should be trying to conserve MP as well, but they need to keep the other 5 members of their team above a decent amount of HP and have curaga (a good strong one) macro’d and ready to be used at any time. This wyrm doesn’t play nice and will smack you around and the AOE breath attacks can be even worse. Get caught with your guard down with a few people under a certain amount of HP and you risk them all wiping in one fell swoop. Not good, because every other person in this battle is helping someone else do their job and vice versa. By the way, the Wyrm uses a TP move called Hurricane Wing which will inflict approximately 400 DMG or so to a level 75.

Ok, so now we have the Wyrm’s health down to approximately 70 to 50 %. At this point of the battle he is now going to take flight. This is where the fight is won or lost, in my opinion. It takes coordination of your whole team to execute and deliver this strategy.

(Keep in mind even though the following steps are separated, they are all actually supposed to be executed simultaneously. Start as soon as he starts to fly, time is your enemy here.)

Step 1: Non essential melee and people who aren’t either BRD, BLM, RNG, WHM, PLD and RDM/DRK go into defensive mode. You are about to potentially face this wyrm nuking you off the face of the earth. Bunker down and hold on. You can’t do anything here but wait and hope your team mates bring down his HP enough to force him to land.

Step 2: Each of the three bards fire up soul voice and do their respective thing for their party, depending on whether they are supporting the BLM team or the rangers or red mages. Your bard should know what is ideal for what each team needs. The idea is to give your team the best resources possible to punch through this stage as quick as possible.

Step 3: Your lead RDM/DRK fires up chainspell and spams stun. Over and over and over, don’t stop. When your chainspell is gone, the second RDM/DRK does the exact same thing. This hopefully will prevent the wyrm from spamming it’s breath attack AOE. This is crucial. You will not survive this without chainspell stun.

Step 4: At the same time as your RDM/DRK hits chainspell stun, your PLD uses invincible, as well as any and every hate control tool they can muster. Chainspell stun will get your RDM killed, so get yourself a good PLD. When the lead PLD’s invincible goes down, the second PLD should fire up their invincible and hope it takes some hate.

Step 5: Meanwhile, your previously inactive RNG’s (spam sidewinder) and BLM’s spring to life and all start simultaneously nuking as hard and efficiently as they can, with manafont. Do not relent. You are what is going to make or break this crucial process. You need to get the wyrm out of the air as fast as possible because everyone is getting blasted while you are nuking your target.

The wyrm will dejectedly drop out of flight at approximately 20% health remaining. If you have made it this far, you’re so close. Don’t stop now. If your BLM’s still have any MP left whatsoever at this point, still keep going. Do not relent under any circumstances.

While all this is going on, your 3 WHM’s, one per party are under fire here. During the flight time, Curaga II / III is essential and depending how bad the breath damage is, it isn’t uncommon to have to spam strong Curaga’s over and over. Benediction is obviously viable at this point as well as dead people not nuking / tanking / ranged damage dealing are only going to make you lose. Keep those troops alive.

At the time the wyrm takes flight, as I indicated above, that is when things get serious. The whole process from taking flight down to 0% HP should be as smooth, well executed and seamless as possible. Good communication between your party members is essential, especially when one person’s chainspell stun wears and the second person has to execute theirs. Same for PLD’s and invincible as well as for WHM’s who may be out of MP or resources, they may need another WHM to take care of their party for a bit.

When the Wyrm hits the ground at 20ish %, your dormant melee now have to be on the ball and ready to go. When he hits the ground, there is no time to waste and that wyrm is gonna be angry. This is an all out zerg, no ability or resource can be left unused. Any left over 2 hours, icarus wings, hard nuking and WS/MB spam all need to be employed. I have noticed after the wyrm hits the ground that he tends to crit a little more or hit a little harder or faster. This may just be a false perception but keep watch either way. Don’t drop your guard.

Hi, I read that the update added the Speed Belt to this KSNM. So I have been farming a lot recently to save up for the Orb. I am not in any HNMLS and I have never fought Fafhogg. So I appreciate any tips that anyone can give me.

Is it possible to have 3x Rdm/Drk Chainspell Stun, one afte the other, to keep the Wyrm on the ground the whole fight? While having the rest of the Blm's in party go all out on the Wyrm?

We went 9/10 (wiped only on first orb due to not enough healers in alliance). What we brought per run is in parentheses.

Key to this fight is lots of BLMs (we brought 6 per fight and they were MBing for around 10-15% of its HP per SC), a WHM in each party (3), and a refresher in each party (3 RDM, 2 BRD). PLD tanks are preferred because once it is in the air its attacks ignore shadows (2), but NINs with lots of fire/magic resist gear work just as well, since his normal attacks in the air are fire-magic based instead of physical. RNGs also are great for this - Arching Arrow makes light while he's on the ground, and once he's in the air Sidewinder was being reported at 700+ damage (1). DO NOT BRING A LOT OF MELEES INTO THIS BC (1). I'm sorry, but he gains TP way too fast with lots of meleers hitting it. We had only our PLDs, SCers, and RNGs hitting it, and TP spam was not an issue.

Important Stuff to Know:

-Immune to sleep. DoT it up - Bio II/III work wonders, ele enfeebles can be good too. -Keep Stoneskin up. This should be #1 priority for all of your mages. SMN Stoneskinga helps here. -Can be Stunned, but the TP attacks can not be stunned as far as we could tell. However, free stuns are helpful, especially after Fire Blast. -When it takes off, it will turn around. We thought this meant it would flail, but it's just the take off animation - don't panic =x -When it takes off, have your melee only people run to the entrance and wait there until it lands. Saves unnecessary curing. -Stay on the feet. If you're too far outside the feet and pull hate, you risk flail. If you're too far inside the feet, Fire Breath will do lots of damage. When it takes off, it can't flail anymore so don't worry about positioning until it lands again.

On the ground:

Fire Breath - Fire damage, does more damage if you stand directly in front of it. Not too much damage if you're on the feet though. Hurricane Wing - AOE fire(?) damage and blindga. Blindna SCers asap, and all parties need barfira. Spike Flail - Never saw this, can't confirm he has it, but you will probably wipe if you trigger it. Stay in front of him (on his feet) to prevent this. Absolute Terror - Stuns your tank for a long time. Can not move or cast for a while, so have the other tank take over until it wears off. Horrid Roar - Single target dispel

The on the ground phase is very easy honestly - if you are having trouble here, it is strategy, not set up. Have BLMs burst on the SCs, but minimal free nuking - you will need all that MP soon.

In the air: For this phase, ALL PARTIES NEED BARFIRA UP. Also, while he's in the air, he is immune to melee attacks. Only magic and ranged attacks will damage him. Hope you brought BLMs and RNGs =) @70% HP he will take to the air

Hurricane Wing - Same as before. Flame Blast - Huge AOE fire damage, Curagas like crazy needed here. We had two people Curaga IIing in each party to get HP back up after every Flame Blast.

At 30% he will land. Resume the strategy at the beginning for this portion of the fight, and you win!

This is quite the tricky little ****** takes flight at 65% which it starts doing a move that goes threw shadows it can be stunned but it isnt always stunned it has very low hp as for wyrms go it can be stunned to stop it from taking flight but soon as it goes un stunned it will try to fly again. when its in flight it normally starts doing lots of aoe moves. I suggest using mass melee and at about 70% chain stun and have melee's 2 hour and use all kinds of mass dmg moves asap to try and take him down as much as they can b4 he takes flight. we are gonna try this next time we go in after him other then that it was quite fun.

It seems my brother is a wee shy... No one has a pic of him, and those that try get ripped apart within moments. I thus decided to step in and try to convince him to pose for me. After a lengthy, heated debate, he finally agreed, but only if he was photoed doing what he loves best: Massive chaos and death.

anyone who has done this can you please elaberate on strategy for this. i have never done it but my ls is thinking about doing it would like to know doy uo fight like fafnir/nidhogg or do you fight it like tiamat. and is it harder then fafnir/nidhogg etc..

This BCNM fight is the same type of monster that Fafnir/Nidhogg is. At around 50% hp it takes flight, making it impossible to hit with melee attacks. Ranged and magic can hit it. There is some debate whether this is the hardest one or 2nd behind the turtleBC

You know....complaining about whether or not a mission/quest description is helpful or not is...unhlelpful.

This BCNM requires a Themis Orb, which is bought with 99 Kindred's Seals. You have 30 minutes and up to 18 people can enter the battle. Believe me only level 75 players would dare this.

According to what I can make out of japanese sites, during the battle the Wyrm actually takes flight and becomes impossible to hit with melee attacks. It's unclear whether or not ranged attacks or magic do anything at this point.